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During the initial brainstorming phase, where I have instructed Edsel and Raffles to brainstorm for a week, I came up with an idea where you give something to someone to open a door. My reasoning is that it teaches children logic, since it is a puzzle game.

After bringing my idea and being voted the best based on the theme given, I created the character sprite and level textures/tile map. I also created and presented the presentation and demonstration of Robert’s Great Big Adventure. This already challenged me, since this is my first time really committing to game design, and I did not have much knowledge in art or visual design.

After displaying the demonstration, I recoded the entire game from the ground up to give it a better central mechanic as well as features such as GUI, moving camera, menu, and connecting levels. I also did the rest of the asset creation. This was really difficult for me, since there are so much possibilities which can be used in a sprite sheet, creating all assets is also time consuming, and pretty boring and repetitive, as well as the previous problem of being inept in visual design. The large size of the project also meant that coding took a really long time, as the logic became increasingly more complex.

Unfortunately, I did not plan ahead in coding, so level creation for future levels was a difficult task as I did not create easy to understand underlying infrastructure, and relied more on copy pasted commands. There was also a problem with Construct2 starting to glitch out (example: The global variable red_key_inserted has been called in a conditional, but Construct2 changes the called variable to red key inserted, thus breaking the program). Because of the time consuming nature of both tasks, I had to finish the game quickly with very few stages, being 3 in total.

I have learnt that in a big game project like this, you need a lot of things to work properly with each other. The teamwork between me and my teammates were not coordinated, so that taught me that there needs to be a strong willed leader in the center of the project. It also taught me to plan ahead, create infrastructure for future level creations in level based games. I have learnt a bit when creating the assets, such as pixel art rules generally used by artist, shading, and other useful knowledge, but did not expand much in the visual department. And finally, I have learnt that when given a project like this, it is better to start early and plan, and to persist through the challenges that have been presented.